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The Annals of Glen Forkovian

Summary: After regrouping at a central T-junction, the trio ventured west into a circular chamber housing the Luminous Font, where Aele skillfully used Dorn’s silk rope to insulate a sparking conduit and stabilize the room's volatile blue energy. Utilizing a secret service panel discovered by Dorn, the party bypassed the main halls and descended into a humid, subterranean Pumping Station filled with massive bronze pistons and bioluminescent moss. There, they executed a lethal ambush on two Lizardmen, clearing the room and recovering a variety of curiosities—including a Copper Fish Key, thieves' tools, and a malachite stone—from the corpses and a nearby leather bundle. However, the discovery of massive, three-toed clawed tracks in the silt suggests a much larger predator stalks these damp reaches, leaving the heroes to decide between the locked southern door or the mysterious submerged slab at the bottom of a fish-filled basin.


Dorn steps to the southern door, the Copper Fish Key gleaming in his hand. He slides it into the fish-shaped indentation at the center of the wheel. There is a series of heavy, internal clicks—the sound of counterweights shifting—and the wheel spins freely under his strength.

As the heavy iron door groans open, a rush of warm, dry air hits the party, a stark contrast to the humid, swampy atmosphere of the Pumping Station.

Beyond the door lies a long, vaulted corridor of finished white stone. Unlike the industrial, moss-covered rooms behind you, this area appears well-maintained, almost regal.

Sconces along the walls hold flickering, magical "ever-burning" stones that cast a soft amber glow. The deafening thump-hiss of the pumps muffles instantly as the door swings shut behind the party, replaced by a tomb-like silence.

Gone is the scent of wet scales and silt, replaced by the faint, dry aroma of old parchment and cedar wood.

About twenty feet down the hall, the corridor opens into a small foyer. On the wall is a bronze plaque inscribed in a dialect of ancient Thothian. Aele, with his scholarly background, leans in to translate.

"Access to the Grand Archive and Private Quarters. Silence is Mandated. By Order of the Overseer."

Cabe tenses, his Heart Thrum scanning the silence. "We’ve moved from the guts of the station into the head," he whispers. "The heartbeats of the big thing are gone, but I feel... a faint vibration. Not a heart, but a hum. Like the clockwork custodian back in the hall."

Current Party Status
Dorn: 35/34 HP (1 Temp). Hand on his blade.
Cabe: 31/31 HP (1 Temp). Alert and scanning for traps.
Aele: 27/27 HP (1/3 Surges). Translating the plaques.

The foyer splits into two directions:

The East Hall: Lined with heavy wooden doors, likely the "Private Quarters."

The West Archway: A grand, open archway leading into what looks like a reading room or library.

Dorn gives the scroll tube a dismissive pat. "No sense squinting at old ink when the doors are right in front of us," he grunts, though he keeps his shield raised. The transition from the grime of the pumps to the pristine cedar-scented hall has everyone on edge.

The amber glow of the ever-burning stones reflects off the polished floor, making the trio's muddy footprints look like a desecration.

Cabe holds up a hand, his head tilting toward the West Archway. "That hum I mentioned... it's coming from the library side. It's rhythmic, but not like a pump. It's more like the sound of a thousand bees, or a very large machine spinning at high speed."

Aele looks toward the East Hall and its heavy wooden doors. "Private quarters often mean personal journals, or perhaps the Overseer’s private stash of reagents. But if that hum in the library is a guardian, we might be better off exploring the living quarters first while we have the element of surprise."

The East Hall (Private Quarters): Several sturdy doors made of dark wood. Likely quieter, but potentially trapped or occupied by resting residents.

The West Archway (The Grand Archive): The source of the mechanical "hum." Likely holds the greatest concentration of knowledge (and danger).

Dorn looks at the fine wooden doors to the East. "I've got the tools for these locks now. We could clear the rooms behind us so nothing nips at our heels while we're in the library."

The trio turns away from the ominous humming of the Archive and moves toward the East Hall. The transition to the "Private Quarters" feels like walking into the home of a long-dead nobleman. The air is remarkably still, and the cedar wood panels are polished to a dull shine.

There are three doors in this hallway, two on the left (north) and one at the far end (east).

Dorn approaches the first door on the left. He doesn't just reach for the handle; he crouches, pulling out a slender probe from his new Thieves' Tools.

"Wait," Cabe whispers, his eyes narrowing. "My Heart Thrum... I don't feel a heartbeat behind this first door. But I do feel a faint, cold thrumming. Like something is vibrating against the stone floor inside."

Dorn's Thief Check (yes, he has the abilities of a moderately experienced thief):

Search for Traps: Success.

Observation: Dorn notices a thin line of fine, white powder along the threshold of the door. It looks like crushed salt or perhaps bone dust.

Aele leans over Dorn’s shoulder, keeping his light low. "A warding circle? Or perhaps just a seal against the damp? In Thothian tradition, salt is often used to keep spirits—or smells—inside a room."

  1. North Door 1 (Current): Sealed with white powder. No heartbeat, but a strange "cold vibration" detected by Cabe.

  2. North Door 2: Further down. Cabe senses nothing from this room—a complete void of sound and pulse.

  3. The Far East Door: This door is larger, double-winged, and has a silver plate inscribed with a single word: "OVERSEER."

Dorn looks back at the group. "The powder seal on this first door wasn't put there by accident. Someone wanted to keep something in... or keep the rest of the hall out. I can try the lock, but we might be breaking a seal we can't put back."

Aele says, "Let's leave the powder-sealed room for later."

Dorn nods. "Fine. Cabe, choose another room."

Cabe moves past the salt-streaked threshold of the first door, his eyes fixed on the second door—the one that feels like a "void" to his senses. He stops in front of it, his hand hovering near the wood without touching it.

"This one," Cabe whispers, his voice sounding oddly flat in the silence of the hall. "My Heart Thrum usually picks up something—the scuttle of a beetle, the vibration of a pipe. But here? It’s like the room itself is holding its breath. It’s completely hollow."

Dorn steps up, his new thieves' tools already in hand. He checks the handle—it’s made of cool, dark iron. He places his ear against the wood.

He doesn't hear breathing or movement, but he does hear a very faint, metallic tink-tink-tink, like a cooling engine or a clock slowly winding down. The keyhole is complex, requiring more than just a simple turn. It’s a "tumbler" style lock, rare for this age.

With the +1 bonus from his high-quality tools, Dorn feels the pins click into place with satisfying precision. The heavy iron latch disengages with a soft clack.

Dorn nudges the door open just an inch. A puff of incredibly cold, dry air escapes. Inside, the room is dimly lit by a single, flickering blue "ever-burning" stone. The walls are lined with floor-to-ceiling glass jars, and in the center of the room stands a tall, brass-and-glass cylinder filled with a thick, viscous green liquid.

Floating inside the liquid is a severed, giant eye—large as a man’s head—its iris a vibrant, unnatural violet. It is not moving, but as the door opens, the pupil slowly dilates.

Cabe winces, rubbing his chest. "That's why there's no heartbeat. It’s alive, but it isn't... biological. It’s a preserved watcher."

Aele turns his lantern up as bright as it will go and focuses its light into the room.

Cabe says, "What is this place? a storage vault for biological samples, or a scrying room?"

Aele: "It seems to be reacting to the change in light or the opening of the door. Hundreds of jars containing everything from — I would hazard — preserved organs to strange, shimmering powders."

The repetitive tink-tink sound comes from a small clockwork device at the base of the eye's cylinder. "You see the mechanism that is making the noise?" Aele asks.

Cabe, grunts, "Yes. What is it?"

Aele ponders a moment. "Likely a filtration or preservation pump, helping to keep the big eye alive."

"We need to make a decision here," Dorn says. "If the eye is a guardian, it has already seen us, assuming it still has sight. But, it may not sound an alarm or try to harm us unless we cross the threshold."

Aele peers into the room, his eyes scanning the rows of glass jars that line the walls. He notices that many of them are labeled with the same Thothian script found on the silver scroll tube.

"Dorn is right," Aele whispers, his grip tightening on his mace. "If it were a simple alarm, the halls would already be ringing. This is a repository—a library of the flesh. That eye is likely a 'Living Archive', meant to record who enters or perhaps to maintain the preservation of the samples. Or both."

Dorn asks, "Cabe, are you reading anything?"

The blood-blinder's brow creases in concentration. "Despite the chill, the air doesn't feel malevolent, just... clinical."

The pupil has stabilized, fixed on the three of them. It doesn't move, but there is a faint, rhythmic pulse in the green liquid—a mechanical life-support system. On the shelf nearest the door, Aele spots several vials containing a bubbling blue liquid identical to the three unidentified potions found in the slime-covered chest.

Beside the central cylinder is a small desk with a stone tablet. Aele strains to make out details. "My eyes aren't as good as they once were. Is that a journal on the table?"

Cabe studies the object intently. "It's probably a log or inventory of the samples." The blood-binder remains in the hallway, his hand hovering over his heart. "It’s not attacking, but the Violet Eye is definitely watching. I don't like being looked at as if I'm a specimen in its collection. If we're going in, let’s be quick."

Aele steps forward slightly, his voice clear and resonant despite the oppressive silence of the hall. He speaks the ancient Thothian word for silence, the same command he saw inscribed on the foyer's plaque:

"Tacere."

As the word hangs in the dry, chilled air, the effect is immediate. The tink-tink-tink of the clockwork mechanism at the base of the cylinder abruptly stops. The rhythmic pulse in the green liquid ceases, and the viscous fluid becomes as still as glass.

The Violet Eye does not close, but its pupil, which had been dilating to track the party, suddenly snaps to a fixed, neutral position. It becomes less like a living thing and more like a decorative marble. The blue "ever-burning" stone in the corner dims to a soft, steady glow, no longer flickering.

Cabe exhales a breath he hadn't realized he was holding. "The 'Void' just got even quieter. Whatever you did, Aele, you just put the room on standby."

Dorn lowers his shield an inch. "I've seen enough of these 'Thothian' tricks to know that 'Silence' isn't just a rule here—it's a control word. If the room is 'silent,' it’s not reporting us."

With the guardian eye pacified, the heroes can now look more closely at the room’s contents.

The Blue Vials: On the shelf labeled 'Spiritus Aqua', there are several more of the blue potions that the heroes found earlier in a wooden chest. Beside them is a small, inscribed tag: "Elixir of Breathless Rest." Aele suspects these are used to put subjects into a state of suspended animation, much like the eye.

The Log Tablet: The stone tablet on the desk contains a list of dates and names. One entry, dated only a few weeks ago, catches Aele's eye: 'Specimen 402: Beastman Shaman. Heart extracted for Pumping Station aeration.'

A Hidden Compartment: Dorn’s notices that the base of the eye’s pedestal has a loose brass plate.

Current Party Status

Hero HP Resources
Dorn 35/34 1 Temp HP; Thieves' Tools out.
Cabe 31/31 1 Temp HP; scanning for heartbeats.
Aele 27/27 1/3 Surges; using 'Tacere' mastery.

Dorn finds a plate at the base of the brass pedestal that has a minute seam in it. Soon, with his thief's tools, he has uncovered a recess. He produces a silver signet ring and hands it to Aele for closer inspection.

Dorn doesn't stop with the velvet-lined recess. Feeling the weight of the pedestal and noticing how it sits slightly unevenly on the stone floor, he uses his thieves' tools to probe the seam where the brass meets the masonry.

With a practiced twist, he finds a second catch. A narrow, curved drawer slides out from the very bottom of the pedestal—a hidden "toe-kick" compartment designed to be overlooked even by someone who found the first secret.

Inside, wrapped in a cloth of oil-treated silk, Dorn finds:

A "Soul-Core" (Active): Unlike the inert fragment found earlier, this brass-and-crystal sphere pulses with a soft, rhythmic golden light. Aele’s Detect Magic sees it as a dense knot of Evocation and Conjuration. It feels warm to the touch and hums with the same frequency as the great pumps.

Three Glass Vials of "Silken Oil": The liquid inside is iridescent and moves with a consistency that defies gravity, sticking to the top of the vial when turned. Aele identifies these as Oil of Slippery Mind, a rare alchemical substance that, when applied to the temples, grants a +2 bonus on Saving Throws against charms, illusions, and mental influence for one hour.

A Small Brass Tablet: Inscribed in Thothian, it appears to be a "Quick Reference" for the Eye's maintenance. Aele translates a line that makes his blood run cold: "In the event of total biological failure, the Eye will expend its remaining essence to animate the nearest three skeletal remains for local defense."

Aele retrieves the other signet ring, found earlier in the party's explorations — the bronze one. He compares the two rings:

"Look here. The silver signet has an eye on it. I bet you breakfast at the Broken Head Inn that this ring gives access to or somehow controls the Eye in the cylinder. The bronze signet ring we found earlier instead has a cogwheel emblem. My guess is that it grants access or gives mastery over the pump station we just cleared."

Aele continues, "Listen to this, from the stone tablet: 'In the event of total biological failure, the Eye will expend its remaining essence to animate the nearest three skeletal remains for local defense.'"

"That's not ominous whatsoever," Cabe says drolly.

Dorn weighs the Soul-Core in his hand. "This thing is probably worth a fortune to the right artificer—or it's the battery for something much bigger that we're about to run into."

Inventory Update

Item Notes
Active Soul-Core Pulsing with golden light; highly magical.
3 Vials of Silken Oil +2 to Saves vs. Mental effects (1 hour duration).
Maintenance Tablet Explains the Eye's "last resort" defense.

Aele, as he gazes at the two rings, feels a distinct, scholarly pull—a "temptation of utility" rather than simple greed.

His Innate Detect Magic highlights the rings' auras: the bronze one humming with the low-frequency vibration of the facility's physical infrastructure, and the silver one shimmering with the sharp, watchful essence of the Overseer. As a priest of Thoth, he is naturally drawn to the silver ring. The Violet Eye emblem represents the very thing he seeks: knowledge and sight.

He is tempted, but cautious. He suspects that sliding the Silver Signet onto his finger might not just grant him "clearance," but could also "link" his mind to the Archive’s scrying network. It’s an alluring prospect for a seeker of truth, though he wonders if his own will is strong enough to withstand the "gaze" of whatever ancient intelligence may still monitor these halls.

Dorn notices Aele’s lingering gaze. "You're looking at them like they're holy relics, Aele. If you think wearing one will keep that giant eye from blinking us into oblivion, speak up."

Aele recommends that they not yet risk wearing the rings. "I'd like to research them the next time we take a break from the dungeon."

Cabe smiles. "I like your optimism."

Aele’s scholarly caution prevails, and the rings are tucked safely away into a secure pouch. Cabe’s wry smile reflects the tension of the moment—the idea of "taking a break" feels like a luxury when surrounded by preserved giant eyes and ancient machinery.

"Right then," Dorn says, standing up and dusting the white powder from his knees. "The eye is quiet, the loot is bagged, and we have a word that keeps the peace. Let's not overstay our welcome in this specimen jar."

The trio exits the vault of samples and steps back into the silent, amber-lit hallway.

"Where next?" Cabe asks.

Aele points toward the door with the salt barrier. "I'm getting necromantic energies coming from behind that door. I'd say clear that room and then let's rest. We've been at this for hours. The three share trail rations and hydrate themselves, taking a short rest before continuing their delving.

Shadowdim 16: Big Bad Ugly

- Posted in The Shadowdim by - Comments

Dorn has opened the secret sliding panel door. It opened in complete silence. Rather than a poisoned needle or a puff of toxic gas, Dorn encounters the smell of oil and he can now hear the rhythmic, swooshing sound that Cabe had described a few moments earlier.

"On me. Aele, stay between the two of us on the descent if you can. Be ready to trigger your rituals." He glances at Cabe. "You picking up anything else?"

Cabe makes a face. "I thought maybe I detected a heartbeat, but I can't tell. The noise is interferring."

Dorn goes down first, his heavy boots clanging rhythmically against the iron rungs, his shield slung over his back to keep his hands free. Aele follows, carefully managing the new weight of the brass cogwheel, and Cabe brings up the rear, his eyes scanning the shadows above and below.

As the party reaches the floor, the temperature drops and the humidity spikes. A greenish light comes from thick, bioluminescent moss clinging to the damp masonry. Huge bronze pistons—the size of siege towers—groan as they slide in and out of stone housings, driving the water of Arden Vul upward.

Cabe takes two steps and freezes. Amidst the mechanical thump-hiss of the pumps, he detects two heartbeats. They are slow, deep, and rhythmic—much larger than the rats but not as massive as the baboon. They are located behind the primary piston assembly to the south. The air is thick with the smell of wet scales and old swamp water.

His magical blade Swift pulses with a steady light, reflecting off the slick, wet floor. Dorn spots a cluster of large, webbed footprints in the silt. He turns to his fellow delvers and sees the anxiety written on Cabe's face, if not on Aele's. "We aren't alone down here."

Cabe nods tensely. "You're right. I've got the heartbeat of something big that likes the damp. And when I say 'big', I mean big in comparison to a certain apple-eating baboon."

Is it possible that Dorn turns paler? Impossible to tell in the green-hued light. "Are you up for stealthily scounting ahead?" he asks Cabe. "It'd be good if we knew what is behind the pump, and whether it's sleeping."

The blood-binder nods. "I'll scream if I'm about to be killed." He stalks noiselessly through the silt. Even were he plodding along, it's likely nothing would hear his approach, given the noise of the pump.

Cabe dissolves into the shadows with an ease that borders on the supernatural, his movements perfectly timed to the rhythmic thump-hiss of the massive pistons. The silt on the floor, wet and heavy, swallows the sound of his boots.

As he stalks closer to the southern assembly, the smell of wet scales and stagnant marsh becomes overpowering. He rounds the edge of a brass housing and freezes.

Behind the primary piston, nestled in a hollow of damp stone and glowing moss, are two crocodilian humanoids — Lizardmen.

They are massive—nearly seven feet long from snout to tail-tip—with mottled, olive-green scales and thick, corded muscle. They aren't sleeping; they are hunched over a large stone basin, their movements sluggish and ritualistic. One is sharpening a crude serrated spear made of scavenged bone, while the other appears to be feeding small, wriggling pale fish into a drainage pipe.

Cabe’s Observations:

Equipment: They wear loincloths of cured hide and carry heavy shields made from the shells of giant tortoises.

Status: They seem "at home" here, treating the pumping station as a larder or a sanctuary.

The Heartbeats: Their pulses are slow and steady, typical of cold-blooded predators in a resting state.

The Environment: The floor around them is treacherous—slick with algae and littered with the bones of whatever they've been eating.

Cabe retreats as silently as he arrived, merging back into the green-tinted gloom where Dorn and Aele wait near the ladder. He leans in close, his voice a mere vibration beneath the roar of the machinery.

"Two of them," Cabe whispers. "Lizardmen. Big ones. They've got bone spears and tortoise-shell shields. They’re alert, but they haven't caught our scent over the swamp-stink of this place yet. They’re guarding—or living near—a basin to the south."

Dorn grips the hilt of Swift, the magical blade pulsing in his hand. "Lizardmen in the machinery. They won't be as reasonable as a priest’s baboon. If we want to move past them, we either have to clear them out or find a way to distract them into the water."

Dorn whispers just loudly enough to be heard, testing the edge of his blade with a thumb. "Still got the hum of the magic in the steel. If we're going to move on these lizard-folk, we should do it while the blade is still warm. What's the call? Do we use Aele's new tuning fork to lead them on a ghost hunt, or do we take the bridge?"

"Let's ambush them," Aele advises. "We'll have the element of surprise. For all we know the tuning fork wouldn't be heard over the pump, and what if it triggered the pump to flood the area with water?"

Dorn looks to Cabe, who says, "I agree."

The decision is made with a grim efficiency. The roar of the pistons provides the perfect auditory cover as the trio prepares to strike.

Dorn leads the way, keeping his shield close to his body to prevent any accidental metal-on-metal clangs.

Cabe circles wide to the left, his eyes fixed on the lizardman sharpening the bone spear. He can feel his Red Frenzy boiling just beneath the surface, his blood singing in anticipation of the strike.

Aele stays ten feet back, mace in one hand and his holy symbol in the other, ready to drop a Radiant Surge if things turn sour.

Because the Lizardmen are distracted and the pump noise is deafening, the party gains Surprise. They get one free round of actions before initiative is rolled.


Surprise Round

  1. Dorn’s Attack:

    Dorn lunges from behind a brass housing, Swift glowing with an aggressive white light.
    Attack: 1d20 + 7 = 26(Critical Hit!)
    Damage: 1d8 + 7 (doubled for crit) = 22 Damage.
    Result: Dorn’s blade catches the lizardman feeding the fish squarely across the back, cleaving through scales and bone. The creature collapses into the drainage pipe without a sound. (1 Lizardman remains)

    2. Cabe’s Attack:

    Cabe triggers Red Frenzy as he leaps.
    Self-Damage: 1d4 = 1 (Cabe is now at 29/31 HP + 2 Temp).
    Attack: 1d20 + 3 + 2 = 18 (Hit!)
    Damage: 1d4 + 3 + 2 = 7 Damage.
    Result: Cabe’s athame sinks deep into the shoulder of the second lizardman just as it begins to turn.

    3. Aele’s Action:Aele moves into position, preparing to support his allies.

Aele sees the surviving creature fumbling for a signal horn and knows there is no room for error. He raises his holy symbol, and a searing bolt of white-gold light streaks across the damp chamber.

Aele's Action: Radiant Surge
Damage: 1d6 + 3 (Aele is level 3) = (Rolled a 6) + 3 = 9 Radiant Damage.
Result: The light strikes the lizardman in the chest just as its lips touch the horn. The creature is blasted backward, the horn clattering uselessly into the silt. It doesn't get a sound out.

Combat Over

The pumping station returns to its steady, mechanical thump-hiss. The two lizardmen lie still—one cleaved by Dorn, the other scorched by Aele and punctured by Cabe.


Post-Combat Recovery:

Cabe's Regeneration: He recovers 1 HP at the start of the next minute of calm, returning to his maximum of 31.

Cabe's Temporary HP: He still has 1 Temp HP remaining.

Dorn's Status:

He remains at 35/34 (+1 Temp).

Current Party Status

Hero Hp AAC Resources
Dorn 35/34 21 1 temp HP, 3/3 Fortune Points
Cabe 32/31 17 1 temp HP, 3/3 Fortune Points
Aele 27/27 15 1/3 Surges, 3/3 Fortune Points

The lizardmen were guarding a large stone basin filled with clear, oxygenated water. The pool contains dozens of the pale, wriggling fish they were feeding. Beside the basin is a tattered leather bundle. Dorn checks it for traps.

Beyond the basin, the room ends at a heavy iron door with a wheel-lock, leading south. There is also a dark drainage pipe large enough to crawl into that leads east.

Dorn checks the leather bundle for hidden triggers or nested pockets within the hide, then empties its contents.

Inside the bundle, the party finds:

  • A set of high-quality Thieves' Tools: Made of dark, tempered steel.
  • A small ivory statuette: Carved in the likeness of a many-limbed aquatic deity (Value: ~25 gp).
  • A dried bladder: Containing a thick, pungent grease (likely used to lubricate the bone-spears or the wheel-lock door).

Dorn looks up, his fingers deftly testing the tension of the lock-picks. "This changes things. If that south door is locked from the other side, I might not need a key or a battering ram anymore. I'm going to investigate this pool. Cabe, will you check the corpses and see if either lizardman was carrying any other items?"

Dorn steps to the edge of the stone basin, the white-gold light of Swift refracting through the clear, churning water. He grips the hilt firmly and plunges the blade downward.

The basin is deeper than it initially appeared. Dorn’s arm goes in up to the elbow before the tip of the magical longsword scrapes against the bottom. The water is approximately three and a half feet deep. It’s not just stone down there. Dorn feels the blade clinking against something loose and metallic. As he sweeps the glowing sword back and forth, he pushes aside the pale, panicked fish.

At the very bottom, half-buried in a layer of fine silt, lies a large, rusted iron ring attached to a heavy stone slab. It’s a submerged trapdoor or a drain plug. He lies down and extends his left arm as deep as he can. He can feel suction where the trapdoor's edges are.

"There's a submerged trapdoor in the pool with a pull ring. I think water is leaving the pool through the trap door. Good to know. Cabe, anything on the bodies of the lizardmen?"

While Dorn is busy fishing with his magical blade, Cabe rolls the heavy, scaled bodies over with his boot to see if they carried anything more than just basic survival gear.

Aside from the bone spears and the tortoise-shell shields (which are cumbersome but sturdy), Cabe finds a few items of interest tucked into their hide loincloths and a small pouch:

  • A Polished Malachite Stone: Roughly the size of a walnut. It has been smoothed by water and constant handling (Value: 15 gp).

  • A "Stink-Bomb" Gland: A preserved organ from some swamp creature, stitched shut with sinew. Cabe's Blood Scent tells him that if this were punctured or thrown, it would release a cloud of incredibly foul, distracting musk.

  • A Copper Key: It’s shaped like a stylized fish and is remarkably free of rust, despite the damp environment.

Cabe shares his findings with Aele and Dorn.

Cabe holds up the Copper Fish Key, letting it catch the green bioluminescence of the room. "Dorn, before you pull a muscle or get your armor rusted in that basin, you might want to see if this fits the slab... or that door over there."

Dorn looks from the submerged iron ring to the heavy wheel-lock door to the South. Wiping the water from his arm, he examines the copper fish-motif key. He looks at the heavy iron door to the South, noting the fish-shaped indentation in the center of the wheel.

"The lock on the door matches the key perfectly," he says, stepping toward the southern exit. "If we're heading deeper, this is likely our path. Though that submerged slab in the basin still has me curious—it's a classic escape route or a way into the cisterns."

Cabe stands between the door and the basin, his hand on his side where the Stink-Bomb Gland is stowed. "The heartbeats are gone for now, but the water in that pipe to the East is still flowing. We should decide if we want the 'front door' or the 'secret way' before something else smells those lizardmen. I want to show you both something before we move on." He leads them back to where they entered the Pump Station then squats and beckons Aele to bring his lantern closer.

"Remember this track?" Cabe asks. "Look how deep it is. And whatever made it was heavy enough to compress the silt in the bottom of the track."

Dorn whips out a knife and probes. "You're right. There is probably a sizable predator nearby."

"All the more reason for us to move on," Aele suggests with an upbeat tone.

Cabe leans over, his Blood Scent flaring. He ignores the metallic tang of the lizardman blood and focuses on the older, colder scent lingering in the deep print. "It smells like... old copper and stagnant pond muck, but stronger. Much stronger. Whatever this is, it didn't come here to feed the fish. It came here to hunt the things that feed the fish."

Aele looks at the east-flowing pipe—the drainage tunnel. "The tracks lead toward the water, Dorn. If there’s a 'Grandfather' to these lizardmen, or something worse like a Giant Crocodile, it's likely using the cisterns as its territory. The pipes and the trapdoor in the pool may either one or both lead to a cistern where Big Bad Ugly likely is. I say let's try the key in the iron door."

"Agreed," Cabe and Dorn both says at the same time.